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lifestorm 324f19217d Upload
2024-08-05 18:40:29 +03:00

224 lines
6.7 KiB
Lua

--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
-- Copyright (c) 2018-2020 TFA Base Devs
-- Permission is hereby granted, free of charge, to any person obtaining a copy
-- of this software and associated documentation files (the "Software"), to deal
-- in the Software without restriction, including without limitation the rights
-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-- copies of the Software, and to permit persons to whom the Software is
-- furnished to do so, subject to the following conditions:
-- The above copyright notice and this permission notice shall be included in all
-- copies or substantial portions of the Software.
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-- SOFTWARE.
SWEP.HeadshotMultiplier = 2.7
SWEP.StoredAmmo = 0
SWEP.IsDropped = false
SWEP.DeploySpeed = 1.4
SWEP.fingerprints = {}
-- crosshair
if CLIENT then
-- luacheck: globals LANG Key
local SafeTranslation = function(x) return x end
local GetPTranslation = LANG and LANG.GetParamTranslation or SafeTranslation
-- Many non-gun weapons benefit from some help
local help_spec = {
text = "",
font = "TabLarge",
xalign = TEXT_ALIGN_CENTER
}
function SWEP:DrawHelp()
local data = self.HUDHelp
local translate = data.translatable
local primary = data.primary
local secondary = data.secondary
if translate then
primary = primary and GetPTranslation(primary, data.translate_params)
secondary = secondary and GetPTranslation(secondary, data.translate_params)
end
help_spec.pos = {ScrW() / 2.0, ScrH() - 40}
help_spec.text = secondary or primary
draw.TextShadow(help_spec, 2)
-- if no secondary exists, primary is drawn at the bottom and no top line
-- is drawn
if secondary then
help_spec.pos[2] = ScrH() - 60
help_spec.text = primary
draw.TextShadow(help_spec, 2)
end
end
local function SafeKey(binding, default)
local b = input.LookupBinding(binding)
if not b then return default end
return string.upper(b)
end
local Key = Key or SafeKey
-- mousebuttons are enough for most weapons
local default_key_params = {
primaryfire = Key("+attack", "LEFT MOUSE"),
secondaryfire = Key("+attack2", "RIGHT MOUSE"),
usekey = Key("+use", "USE")
}
function SWEP:AddHUDHelp(primary_text, secondary_text, translate, extra_params)
extra_params = extra_params or {}
self.HUDHelp = {
primary = primary_text,
secondary = secondary_text,
translatable = translate,
translate_params = table.Merge(extra_params, default_key_params)
}
end
end
function SWEP:GetHeadshotMultiplier(victim, dmginfo)
return self.HeadshotMultiplier or 2
end
function SWEP:IsEquipment()
-- luacheck: globals WEPS
if WEPS and WEPS.IsEquipment then
local val = WEPS.IsEquipment(self)
if val ~= nil then
return val
else
return false
end
else
return false
end
end
-- The OnDrop() hook is useless for this as it happens AFTER the drop. OwnerChange
-- does not occur when a drop happens for some reason. Hence this thing.
function SWEP:PreDrop()
if not IsValid(self) then return end
if not self.Ammo1 then return end
if SERVER and IsValid(self:GetOwner()) and self.Primary_TFA.Ammo ~= "none" then
local ammo = self:Ammo1()
-- Do not drop ammo if we have another gun that uses this type
for _, w in pairs(self:GetOwner():GetWeapons()) do
if IsValid(w) and w ~= self and w:GetPrimaryAmmoType() == self:GetPrimaryAmmoType() then
ammo = 0
end
end
self.StoredAmmo = ammo
if ammo > 0 then
self:GetOwner():RemoveAmmo(ammo, self.Primary_TFA.Ammo)
end
end
end
function SWEP:DampenDrop()
if not IsValid(self) then return end
-- For some reason gmod drops guns on death at a speed of 400 units, which
-- catapults them away from the body. Here we want people to actually be able
-- to find a given corpse's weapon, so we override the velocity here and call
-- this when dropping guns on death.
local phys = self:GetPhysicsObject()
if IsValid(phys) then
phys:SetVelocityInstantaneous(Vector(0, 0, -75) + phys:GetVelocity() * 0.001)
phys:AddAngleVelocity(phys:GetAngleVelocity() * -0.99)
end
end
local SF_WEAPON_START_CONSTRAINED = 1
-- Picked up by player. Transfer of stored ammo and such.
function SWEP:EquipTTT(newowner)
if engine.ActiveGamemode() ~= "terrortown" then return end
if SERVER then
if self:IsOnFire() then
self:Extinguish()
end
self.fingerprints = self.fingerprints or {}
if not table.HasValue(self.fingerprints, newowner) then
table.insert(self.fingerprints, newowner)
end
if self:HasSpawnFlags(SF_WEAPON_START_CONSTRAINED) then
-- If this weapon started constrained, unset that spawnflag, or the
-- weapon will be re-constrained and float
local flags = self:GetSpawnFlags()
local newflags = bit.band(flags, bit.bnot(SF_WEAPON_START_CONSTRAINED))
self:SetKeyValue("spawnflags", newflags)
end
end
if not self.Ammo1 then return end
if SERVER and IsValid(newowner) and self.StoredAmmo > 0 and self.Primary_TFA.Ammo ~= "none" then
local ammo = newowner:GetAmmoCount(self.Primary_TFA.Ammo)
self.Primary_TFA.ClipMax = self.Primary_TFA.ClipMax or (math.abs(self.Primary_TFA.ClipSize) * 4)
local given = math.min(self.StoredAmmo, self.Primary_TFA.ClipMax - ammo)
newowner:GiveAmmo(given, self.Primary_TFA.Ammo)
self.StoredAmmo = 0
end
end
-- We were bought as special equipment, some weapons will want to do something
-- extra for their buyer
function SWEP:WasBought(buyer)
end
function SWEP:DyingShot()
local fired = false
-- if self:GetIronSightsProgress() and self:GetIronSightsProgress() > 0.01 then
self:SetIronSightsRaw(false)
if self:GetNextPrimaryFire() > CurTime() then return fired end
-- Owner should still be alive here
if IsValid(self:GetOwner()) then
local punch = self.Primary_TFA.Recoil or 5
-- Punch view to disorient aim before firing dying shot
local eyeang = self:GetOwner():EyeAngles()
eyeang.pitch = eyeang.pitch - math.Rand(-punch, punch)
eyeang.yaw = eyeang.yaw - math.Rand(-punch, punch)
self:GetOwner():SetEyeAngles(eyeang)
MsgN(self:GetOwner():Nick() .. " fired his DYING SHOT")
self:GetOwner().dying_wep = self
self:PrimaryAttack()
fired = true
end
-- end
return fired
end